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Actually, since we can buy whatever we want back at base camp, Cavaler will buy another level 2 spell gem (Hurl Forcedisk) 450 cr.
Cavaler, will double back if no one can find a way through the rubble.
Perception: 1d20 + 11 ⇒ (20) + 11 = 31

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Kai, physical science: 1d20 + 13 ⇒ (16) + 13 = 29
Kai analyzes the wall and finds a weakness that can be exploited to go through it.

GM bigboom |

Kai finds a weak spot in the wall and with a one inch punch, the wall blocking your way comes crumbling down! The passageway is open for others to pass through!
Everyone in the "Dead End" zone may spend a round to advance without the need for a skill check. Kai and Cavaler's tokens have been advanced.
Round 3 cont'd
The following characters in bold may take their turn:
Senko
Cavaler (-1RP)
Hef (-2RP)
Staar (-11SP)
Kai
Terminatrix

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"A PC can also choose to give up their own action in the round to assist a companion, rolling the check on behalf of another PC with their own modifiers; if they succeed, their ally moves to the next zone, but the assisting PC remains where they are." Does this require being in the same zone as the ally you're trying to assist?

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Staar punches her way through the rubble:
Athletics: 1d20 + 12 ⇒ (18) + 12 = 30
She spots her teammates at a distance and will try to catch up next round before being crushed.

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Hef moves. He is impressed!
”That was impressive.”

GM bigboom |

"A PC can also choose to give up their own action in the round to assist a companion, rolling the check on behalf of another PC with their own modifiers; if they succeed, their ally moves to the next zone, but the assisting PC remains where they are." Does this require being in the same zone as the ally you're trying to assist?
Good question and I read this as no, a character does not need to be in the same zone. I'm going to say anyone can assist anyone else from any zone.
Annoyed at her failed attempt to get through the rubble with agile and grace, Staar resorts to brute force and *wham bams* her way through!!
Meanwhile, Hef, Senko and Termanatrix steps through the hole made by Kai!
Senko and Terminatrix, with the path clear, I'm auto-moving both of you forward.
------
MYSTERIOUS FUNGUS
The party emerges into a chamber filled with bizarre fungal growths covering portions of the floor and walls.
To move to the next zone, each character must succeed at a DC20 Life Science or Medicine check to identify the fungus as hazardous and avoid it as they move through the chamber.
Round 4
The following characters in bold may take their turn:
Senko
Cavaler (-1RP)
Hef (-2RP)
Staar (-11SP)
Kai
Terminatrix
Staar, being just a step behind the rest of the party, comes across Kai's one inch punched hole, steps through and continues forward!
Staar, I'm auto-moving you for this round.

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Senko is more of an expert on identifying fauna, so he accesses his library chip to try to identify which fungi to avoid.
Life Science: 1d20 + 12 + 4 ⇒ (4) + 12 + 4 = 20
If this does not count as a check to recall knowledge, the library chip does not apply so it's only a 16.

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"Senko, do you know what is it? I'm quite clueless about plant life so I hope it's safe to keep moving."
Dont't have either skill

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Life Science (t): 1d20 + 3 ⇒ (5) + 3 = 8
Hef is clueless, but that hasn’t stopped him before! He rushes forward and gets a face full of mold for his efforts. Falling back and coughing, he sputters out ”Not that way.”

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Life science: 1d20 + 13 ⇒ (14) + 13 = 27
Kai winces at Hef's blunder, "Yeah, go this way, not that way."

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Mysticism: 1d20 + 4 ⇒ (11) + 4 = 15
"I hope you are right Kai."

GM bigboom |

Senko and Kai navigate through the room without exposing themselves to the more hazardous fungi.
However, Hef and Cavaler are less fortunate...
You are able to move to the next zone despite your rolls but must pass a DC12 Fort or be sickened for the rest of this mission.
I'm going to assume Terminatrix just moves forward and takes his chances with the Fort save... but if Terminatrix wants to instead wait in place this round and see if someone will provide an assist next round, I'll retcon this action:
Terminatrix, unable to distinguish between all the fungi, just barrels through the chamber in a straight path, come what may!!!
-------
UNQUIET DEAD
As you turn down another corridor, a host of restless spirits emerge. Although they’re too weak to cause you any actual harm, but they do impede your progress! How do you get past them???
To move to the next zone, each character must succeed at a DC16 Stealth check. Or if someone passes a DC20 Mysticism check, then all of the spirits can be calmed down, allowing all other characters to proceed without the need for a check.
Round 5
The following characters in bold may take their turn:
Senko
Cavaler (-1RP, DC12 Fort or sickened)
Hef (-2RP, DC12 Fort or sickened)
Staar (-11SP)
Kai
Terminatrix (DC12 Fort or sickened)
Staar is one zone behind in the mushroom zone and can either move forward and roll the Fort save or can see if someone else will provide an assist.

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Fort save: 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23 Includes android racial bonus
Terminatrix is bit unsure if he can make it, but sneaks away under ghosts eye.
Stealth: 1d20 + 1 ⇒ (15) + 1 = 16

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For assisting people through the spores, does Senko's complex control module for visual displays provide any benefit? The purpose of it is to highlight stuff like hazards, but I don't know how it mechanically interacts with the chase rules.

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Fortitude Save: 1d20 + 2 ⇒ (3) + 2 = 5
The fungus makes Cavaler sick to his stomach.
Stealth: 1d20 + 13 - 2 ⇒ (19) + 13 - 2 = 30
However, it doesn't affect his ability to sneak around.

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Fort DC 12 or sickened: 1d20 + 3 ⇒ (1) + 3 = 4
Hef feels woozy, but powers on for his team! When the undead begin clawing for everyone, he calls down the might of his deity to shine the way!
Mysticism (t) - Sickened: 1d20 + 13 - 2 ⇒ (12) + 13 - 2 = 23

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Staar walks through the harmless mushrooms, chasing her colleagues.
Fortitude: 1d20 + 5 ⇒ (15) + 5 = 20

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For assisting people through the spores, does Senko's complex control module for visual displays provide any benefit? The purpose of it is to highlight stuff like hazards, but I don't know how it mechanically interacts with the chase rules.
Question is moot now that there is no one in that zone.
Senko moves through the path created by Hef's channeling of divine might.

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Kai will try to aid Staar or someone else in moving forward,
not sure if I need to make a check, or what check? Hopefully this doesn't keep Kai from helping with other obstacles

GM bigboom |

Terminatrix, after bashing his way through the previous areas shifts gears and displaying an unusual amount of stealth for, let's be honest, for the brute that he is! He successfully sneaks past the spirits.
Cavaler, much less surprisingly, blends into the shadows and disappears, no one able to discern where exactly he sneaked past the spirits!
Not wanting to beat around the bush, Hef calls upon his deity and makes a demand of the spirits, "CHILL!!!" And they all respond simultaneously with a "Alright bro, we good...". And they calm down, no longer blocking the path.
Senko and Kai follow in Hef's path unimpeded - even giving a few of the now-calm spirits high fives as you run through!
Staar, meanwhile pushes past through all the mushrooms in the previous area, her sturdy constitution preventing her from suffering any ill effects!
-------
RECONFIGURE DOOR MECHANISM
The route ends in a locked door, its mechanisms extremely rusty... and needlessly complicated.
To escape the final chase zone, each character must succeed a DC16 Engineering or Sleight of Hand check to maneuver the door. After each successful check, the door stays open only long enough for that character to get through.
HOWEVER, After a successful skill check to open the door, any character can choose to remain in this zone holding the door open with a successful DC20 Athletics or Engineering check. This allows anyone else who hasn't yet succeeded at their checks in this zone to move through on their turn, but for each round that the character keeps the door open, they must attempt a new DC20 Athletics or Engineering check. If it slams shut, another DC16 Engineering or Sleight of Hand check is again needed to re-open the door.
Round 6
The following characters in bold may take their turn:
Senko
Cavaler (-1RP, sickened)
Hef (-2RP, sickened)
Staar (-11SP)
Kai
Terminatrix
Staar is one zone behind in the chilled out spirits zone and I've moved her forward without the need for a skill roll.

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Senko attempts to operate the door mechanism...
Engineering: 1d20 + 12 ⇒ (18) + 12 = 30
... and instead of going through, he tries to keep the gears in place to keep the door open.
Engineering: 1d20 + 12 ⇒ (9) + 12 = 21

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Cavaler, slips through as Senko holds the door.

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Terminatrix slips through.

GM bigboom |

And I'm gonna call the chase encounter there! The mission allows for 10 rounds before everything comes crashing down. This party pretty much blew through all the skill checks each round and so will have no problem getting out in time, including Staar.
Much to your relief, after the ordeal of escaping a collapsing underground infrastructure, you emerge into a small room, far enough away from the epicenter to be unaffected. A hole in the ceiling ten feet above provides an exit point to the surface, while a set of stairs leads down. It appears you've found the entrance deeper into the ruins that you were hoping for!!
You exit up top and report your discover to Naiaj who, predictably, acknowledges the good news and instructs you to report in for your next mission!!
--------
Current Status:
Senko
Cavaler (-1RP)
Hef (-2RP)
Staar (-11SP)
Kai
Terminatrix
As always, in between missions, you may take a 10 min rest and/or make purchases
--------
“This way.” Ixthia says, welcoming their team into a tent marked with the Exo-Guardians’ symbol. “I have an important mission for you.” As the Starfinders settle in, the copaxi takes a seat in a chair in the corner.
“We’ve found a set of stairs along the northern side of the ruins, leading down. It seems mostly intact, unlike many of the stairways we located elsewhere in our survey. According to the interviews we’ve conducted with locals, a few explorers have made their way into this passage previously and reported finding a strange creature patrolling within. It seems to be some sort of guardian.”
Ixthia solemnly looks to each agent before continuing. “Its presence might prove dangerous to other teams exploring the site, but we shouldn’t jump to conclusions and rush headon into a fight. I know that you’re capable warriors, but it’s possible that this being can be bypassed in some other way, or even reasoned with.”
You find the stairs with no issue and as you descend, you emerge into a small antechamber with a door at the other side. A star-shaped chamber of worked stone lies beyond the door from the passageway, a spiraling pattern engraved on its floor. The room is illuminated by a faint glow from the walls, with no discernible source.
Within, you come across an impressive-looking creature that must be the guardian that Ixthia refers to.
Image revealed on the slides. Mysticism DC25 to identify it.
It greets you politely with no hint of hostility while giving you a feeling that it expresses a genuine interest in the party's presence. "Greetings. I am the Emissary. I am curious as to your presence here but I believe you are just as interested in mine. So please, feel free to ask. And once I have answered your queries, I will have some for you as well."
Things to do:
1) Indicate if you take a 10-min rest or make any purchases in between missions
2) Roll to identify this creature or take any other actions you may want
3) Ask any questions you'd like of The Emissary
4) Everyone please give me three sense motive rolls

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Kai, mysticism: 1d20 + 11 ⇒ (3) + 11 = 14
Kai, Sense Motive: 1d20 + 5 ⇒ (1) + 5 = 6
Kai, Sense Motive: 1d20 + 5 ⇒ (2) + 5 = 7
Kai, Sense Motive: 1d20 + 5 ⇒ (1) + 5 = 6
"Greetings. I am Kai Starchaser of the Starfinder Society, and my companions are likewise of that order. For whom are you an emissary?"

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Mysticism (Aid Another): 1d20 + 4 ⇒ (2) + 4 = 6
Sense Motive: 1d20 + 8 + 1d6 + 1 ⇒ (20) + 8 + (4) + 1 = 33
Sense Motive: 1d20 + 8 + 1d6 + 1 ⇒ (4) + 8 + (1) + 1 = 14
Sense Motive: 1d20 + 8 + 1d6 + 1 ⇒ (10) + 8 + (2) + 1 = 21
"Emissary, we come in peace as representatives of the Starfinder Society and Absalom Station. Tell us why you are here."
Diplomacy: 1d20 + 14 ⇒ (17) + 14 = 31

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Mysticism: 1d20 + 15 ⇒ (5) + 15 = 20
Senko telepathically tells the group, I'm guessing they're some kind of outsider, but I don't recognize the specific form.
Sense Motive: 1d20 + 16 ⇒ (1) + 16 = 17
Sense Motive: 1d20 + 16 ⇒ (10) + 16 = 26
Sense Motive: 1d20 + 16 ⇒ (19) + 16 = 35
"An exchange of answers seems perfectly amenable. How long have you been here, Emissary?"
Assist Diplomacy: 1d20 + 7 ⇒ (1) + 7 = 8

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Mysticism (t): 1d20 + 13 ⇒ (8) + 13 = 21
”I have not met one like you, but I am an emissary of Kadrical. I great you peacefully.”
Sense Motive: 1d20 + 13 ⇒ (8) + 13 = 21
Sense Motive: 1d20 + 13 ⇒ (4) + 13 = 17
Sense Motive: 1d20 + 13 ⇒ (12) + 13 = 25

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"Staar." she replies, nodding her head - and leaving the talking to the talkers of the group.
Sense Motive: 1d20 - 2 ⇒ (3) - 2 = 1
Sense Motive: 1d20 - 2 ⇒ (8) - 2 = 6
Sense Motive: 1d20 - 2 ⇒ (4) - 2 = 2
Mysticism to aid another: 1d20 + 4 ⇒ (10) + 4 = 14

GM bigboom |

No one is able to identify this creature. It is certainly an enigma... probably a powerful enigma.
The Emissary replies, "I am pleased that you come in peace for I do not seek violence."
Replying to both Kai and Senko's questions, "I was bound here many of your millennia ago by... ...mortals. I don’t know what you would call them, or if you’d even have a name for them. Regardless, they are no longer here."
In response to Cavaler's question, "My name is also my purpose here, to act as an emissary. Those who bound me indicated that in the future, a group of people who should see what lies beneath would visit. Once the correct individuals have arrived and I’ve guided them on their way, my task will be complete."
Please go ahead and ask follow-up questions, if any. And thank you everyone for the sense motive rolls. That will come into play when The Emissary himself poses questions for the party.

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"Those who have bound you?" Cavaler asks.

GM bigboom |

"That is correct. I am an inevitable forged in Axis and bound here by mortals to serve as an emissary until my task is complete."

GM bigboom |

The emissary asks three rounds of questions of the party. For expediency, I'll post all three in a single post. During each round, each party member has three choices. 1) Individually respond and provide a skill roll to impress the emissary. 2) Aid a fellow character and roll the same skill as the person being aided. 3) Do not participate in that round of responses.
Diplomacy can be used for each round but due to the excellent sense motive rolls, the party will have additional skills that can be used aside from Diplomacy. Also, particularly good or imaginative responses will get a bonus!
And if anyone has further questions for The Emissary, feel free to ask away! I'll answer them retroactively.
----------
Round 1
"Please, tell me about your business in these ruins and explain to me your methods of exploration."
Relevant skills that can be used together with a response: any Profession related to exploring, Survival or Diplomacy.
----------
Round 2
"Why do you explore in the first place? What drives you to explore? What is your motivation?"
Relevant skills that can be used together with a response: Mysticism, Culture or Diplomacy.
----------
Round 3
"Tell me about the discovery or exploration you are most proud of and why."
Relevant skills that can be used together with a response: Profession (orator), any Profession related to exploring, or Diplomacy.

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Staar appreciates the line of inquiry the emissary is pursuing, so she answers truthfully:
Round 1
“The Starfinder Society gave us a mission to explore the ruins in this region and learn about them. I have no particular skills related to this task, so I wander about until something of interest is found.”
Diplomacy: 1d20 + 7 ⇒ (4) + 7 = 11
Round 2
“My father told me to join the society and explore the galaxy - to have new experiences in life, before I join him in undeath.”
Diplomacy: 1d20 + 7 ⇒ (17) + 7 = 24
Round 3
“It has been mostly violence and chaos. Once I fought the embodiment of a god on top of a stone pillar during a world-wide battle. The one-sidedness of that combat makes it the more memorable one - it was the only time I came close to dying.”
Diplomacy: 1d20 + 7 ⇒ (11) + 7 = 18

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"I'm here to provide security for my companions."
Sense motive: 1d20 - 1 ⇒ (19) - 1 = 18
Sense motive: 1d20 - 1 ⇒ (3) - 1 = 2
Sense motive: 1d20 - 1 ⇒ (19) - 1 = 18
Round 1:
"First seeker of our Society sent us here to explore. I help my colleagues to make observations.
survival: 1d20 + 8 ⇒ (7) + 8 = 15
Round 2:
"My motivation is to learn of past societies so we can improve our civilization. And money."
Culture: 1d20 + 4 ⇒ (1) + 4 = 5
Round 3:
"My first mission was to a moon, in which my team found a dwarven society hidden in huge vault." Live exploration extreme!
Profession (mercenary): 1d20 + 6 ⇒ (6) + 6 = 12

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Survival: 1d20 + 10 ⇒ (6) + 10 = 16
Mysticism (t): 1d20 + 13 ⇒ (9) + 13 = 22
Diplomacy Aid Staar: 1d20 + 4 ⇒ (6) + 4 = 10
Minimal time to post so no RP, sorry!

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"Yes, we are here on a mission from the Starfinder Society to explore these ruins."
Diplomacy: 1d20 + 14 ⇒ (16) + 14 = 30
"The Starfinder Society's mission is to explore new worlds and seek out new life forms."
Diplomacy: 1d20 + 14 ⇒ (15) + 14 = 29
"I once was a part of an expedition that ventured into the jungles of Castrovel and while on our journey we discovered a magnificent elven temple that had been lying in ruin and hidden by the jungle for thousands of years."
Diplomacy: 1d20 + 14 ⇒ (18) + 14 = 32

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"What will you do once your service is complete and you are unbound?"
-------
Round 1:
"As the others said, we are explorers known as Starfinders. We operate as small teams of specialists, combining our skills to survive wherever our travels may take us."
Survival: 1d20 + 13 ⇒ (9) + 13 = 22
-------
Round 2:
"Our motivation is knowledge. To explore the vastness of space and experience its worlds and cultures."
Culture: 1d20 + 15 ⇒ (18) + 15 = 33
-------
Round 3:
"On one of my missions, my team and I discovered a cosmic energy manipulator connected to the lost god Torag. Such a discovery could expand our meager knowledge of the Gap. Speaking of which... have you been here since before the Gap?"
Aid Diplomacy: 1d20 + 7 ⇒ (11) + 7 = 18
Aid target (1=Staar, 2=Cavaler): 1d2 ⇒ 1

GM bigboom |

"What will you do once your service is complete and you are unbound?"
"Speaking of which... have you been here since before the Gap?"
"I shall return to the plane of Axis," replies The Emissary matter-of-factly, "And unfortunately, I have no knowledge of this Gap that you speak of."
----------
Round 1
"I see. So all of you are from an organization who's purpose is exploration. Excellent."
----------
Round 2
"Knowledge. Experience. Learning from the past to improve the present. Excellent."
----------
Round 3
"Worthy individual endeavors from all of you. Excellent."
----------
The Emissary pauses momentarily in thought then states, "I have discerned that you are indeed the individuals I have been tasked to allow entry. Beware, for one more test awaits you. After I depart, a passageway will open, allowing you further access into the ruins but expect disorienting visions of another time once the passage opens."
The Emissary nods then departs up the stairs from which you entered. Once he leaves the room, the floor slides away to reveal a set of stairs leading down.
And before you can react, eacy party member is overwhelmed with visions of this room in different time periods, overlapping to a bewildering degree. In one such vision, you see explorers clad in archaic armor wielding ancient analog weapons using magical compasses to navigate the passageway.
The visions are so strong, everyone takes 6d12 ⇒ (3, 4, 7, 7, 3, 10) = 34 worth of damage. Will DC17 halves this to 17 points of damage. And because The Emissary warned you, everyone gets a +1 insight bonus to the Will save. The source is magical so bonuses to will against magical effects apply.
----------
After you've recovered from the visions, you report back to Ixthia regarding your discovery. They instruct you that it is time to start exploring deeper into these ruins through the various entrances that you and other members of this expedition has discovered!
Feel free to take a 10-min rest and/or make purchases.
Current Status:
Senko (34 damage Will DC17 to halve)
Cavaler (-1RP, 34 damage Will DC17 to halve)
Hef (-2RP, 34 damage Will DC17 to halve)
Staar (-11SP, 34 damage Will DC17 to halve)
Kai (34 damage Will DC17 to halve)
Terminatrix (34 damage Will DC17 to halve)
I'll roll us into the next mission in the next post, but I'll need feedback in the discussion thread regarding which mission next. I'll post there momentarily!

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Will: 1d20 + 7 + 1 ⇒ (16) + 7 + 1 = 24
Senko takes a quick rest before we continue.

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Terminatrix rests 10 minutes contemplating visions he saw.
will: 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12

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Will save: 1d20 + 5 + 1 ⇒ (1) + 5 + 1 = 7
Staar uses a resolve point to regain stamina.
Another fumble, lovely

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Kai, will save: 1d20 + 5 + 1 + 2 ⇒ (5) + 5 + 1 + 2 = 13
Kai will take 10 minutes to recover his stamina

GM bigboom |

Current Status:
Senko (-1RP)
Cavaler (-1RP, 34 damage Will DC17 to halve)
Hef (-2RP, 34 damage Will DC17 to halve)
Staar (-1RP)
Kai (-1RP)
Terminatrix (-1RP)
--------
“Be careful on the ice,” Radaszam says, leading the party across the ice fields (where you fought the icewings) toward the remains of a building on the far side. “It’s a bit unstable.” (no duh, right?) Once everyone has made it across, he nods toward the building. “We’ve opened a passage in the floor in there. Head down and see if you can find a way to this complex’s center. We think that if any explanation can be found for the goings-on around here, it’ll be there. Find what you can, then report back.”
Two pillars stand on either side of the steps leading down into this chamber. The stone floor is weathered and cracked, but a set of fresh humanoid tracks in the dust suggests a recent visitor. In an alcove on each side of the stairs stands a statue of a robed humanoid figure, and a hall across the room ends in a closed door.
Map revealed in slides!
As the party enters, you glimpse a shadowy figure hurry
through the room ahead of you and slip through the door on
the other side.

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Will + Insight: 1d20 + 9 + 1 ⇒ (15) + 9 + 1 = 25
Hef barely notices the mild headache from the visions, instead pointing out that NONE OF THE EXPLORERS HAVE FOUR ARMS! Weird.
Still busy as can be, in middle of renovations and a move. He will take a 10m rest and abstains from mission choices in discussion. Bot as necessary if I haven’t posted.
Perception: 1d20 + 15 ⇒ (18) + 15 = 33
Survival: 1d20 + 10 ⇒ (8) + 10 = 18 +4 with Navigation Tools

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Perception: 1d20 + 13 ⇒ (19) + 13 = 32
Survival: 1d20 + 13 ⇒ (18) + 13 = 31
"Careful. That person is avoiding specific places on the floor." Senko spends a few moments entering data into his computer, once again overlaying green moss to mark safe spots. He then looks around to see what the figure was avoiding.
Perception: 1d20 + 13 ⇒ (1) + 13 = 14

House GM Tyranius |

Starfinders, the passageway on the south side of the ruins were unstable and have collapsed. Fortunately, the agents investigating the area were able to escape and find an alternate route back to the surface as well as one leading further down.
Table GMs, Delve Mission 3 is now available for selection.